Maintenance (Space): Emergency Power to Auxiliary increases your Shield Emitters and Hull Repair skills for 30 seconds - very nice for the AtoB builds which use EptA every 30 sec. Means even more resist and regen. My veteran ships and Katchinga's will be even better....who needs SDO's anymore

Quartermaster (Space): Decreases the cooldown of batteries. - Nice for our battery addicted captains. Now see if they reduce enough to replace other doffs

http://sto-forum.perfectworld.com/sh....php?t=1313421
The Somraw, K'tinga, D'Kyr, D7, Kumari, Xindi carrier, Xindi escort, and the T'Varo are all older than the Constitution Refit and yet they are tier 5. The Constellation is made up primarily of Connie refit parts and it is tier 5, there is no logical reason whatsoever for the no tier 5/6 connie rule.

I dunno. These don't seem too bad, at least compared to what we've seen in the past. The new VM doff seems like it could be powerful if the percentages are high, but will it be powerful enough to replace the current VM doffs? I actually like the Aux2Bat doff. One of the things with running an Aux2Bat build is that it makes you squishy because of the trouble with getting in heals when your aux power is constantly low, especially if you're not in a cruiser. It may be worth a revisit in my sci timeship (had to change it because I kept dying even with using 10+ aux batteries a match).

If the VM jumps to a second target, it then has a subsequent chance to jump to another target, again using the same % chance as the base Doff quality dictates (5, 10, 15 or 20%).

It can, if you get REALLY lucky, jump up to 4 times, affecting anywhere between 2 and 4 targets in total (one per jump).

The VM that is inflicted on any targets other than the first, is always VM I (Rank 1), as if you were using it with a BO that had no points trained into it. These extra jumps are also not improved by the original caster's skill in Subspace Decompiler - they always last only 5 seconds, and can be reduced with skill in Subsystem Repair.

It's an extra effect. It's not intended to be a huge game-changer, just a fun toy.

Do you mean, not proc from the pet's use of the ability? Doff abilities should not be activated by any pet abilities, so this should not be a concern. Let me know if you are aware of a case where this isn't true, and it will be fixed.

Not that big of a deal, but again you nerfed borg set for a reason. Too much healing in the game as it is. Don't Devs use memo's? You know like, Dev-A sends memo to Dev-B "Btw, I nerfed the borg set" and the other Dev gets back to him and says, "Oh ok, I won't buff more healing then". That way you guys are on the same page?

Quartermaster (Space): Decreases the cooldown of batteries.

It keeps going, and going, and going, and going.. Energizer bunny doff, definitely not going to be a solution to the big bad doff next on this list. Team batteries perhaps?

Systems Engineer (Space): Viral Matrix has a chance to spread to other nearby enemies.

Well I said team batteries being a solution, but we got to pay Lobi for that now don't we? Next to sub nuke doffs, probably not as lethal, but this is definitely the AIDS doff as I'd like to call it. You get it off someone, and you die too. You guys are pricks, just absolute and utter pricks for doing this despite how mad the PvP community is right now.

Sensors (Space): Increases the amount of damage you can deal to a target after jamming their sensors without breaking the jamming.

Yay 1v1 is now dead. Someone running these doffs, +countermeasures, +consoles, lol hidden death. I'd like to see my murderer thank you very much! So this forces the sci team onto your ship, nerfs the 1v1 captain from their transfer shield resistance and, get this, you have to manually distribute your shields while a fully buffed escort is rofl blasting away at you. Imagine Yoda or MT shooting you while you gotta redistribute manually. Congratulations Devs, you have successfully beaten up queue pvp with the aforementioned doffs and all that other stuff in the past. Dueling will now be about whoever has the best jam sensors.

Projectile Officer (Space): Decreases the cooldown of mines.

Moar tric mines please. We need those skilless instant pops. Who cares about energy weapons anymore. Let's just load 8, 7, 6 tric mines on all 3 classes of ships. What the heck is wrong with you people? Seriously, you guys are doing stuff vindictively now. People have come on here complaining about the trics enough times.

If the VM jumps to a second target, it then has a subsequent chance to jump to another target, again using the same % chance as the base Doff quality dictates (5, 10, 15 or 20%).

It can, if you get REALLY lucky, jump up to 4 times, affecting anywhere between 2 and 4 targets in total (one per jump).

The VM that is inflicted on any targets other than the first, is always VM I (Rank 1), as if you were using it with a BO that had no points trained into it. These extra jumps are also not improved by the original caster's skill in Subspace Decompiler - they always last only 5 seconds, and can be reduced with skill in Subsystem Repair.

It's an extra effect. It's not intended to be a huge game-changer, just a fun toy.

?Projectile Officer (Space): Decreases the cooldown of mines?
The Projectile Officer seems mostly a waste as pretty much any two mines will be past cool down. I guess you could use the doff with 1 mine launcher but that seems like a waste of doff slots. Why take a doff to boost 1 weapon when you can take a doff to boost up to 7 other weapons?

It is a shame the new Projectile Officer is useless for Projectile and mine ships. The only ships I see useing it are the energy ships with 1 mine.